Files
Aurora.3/code/controllers/Processes/explosives.dm
Lohikar 0c59930261 Reduce server freezes during large explosions (#1326)
Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing.
Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones.

Likely subtly changes how explosions behave.
2016-12-28 01:16:30 +02:00

272 lines
10 KiB
Plaintext

var/datum/controller/process/explosives/bomb_processor
// yes, let's move the laggiest part of the game to a process
// nothing could go wrong -- Lohikar
/datum/controller/process/explosives
var/list/work_queue
var/ticks_without_work = 0
var/list/explosion_turfs
var/explosion_in_progress
var/powernet_update_pending = 0
/datum/controller/process/explosives/setup()
name = "explosives"
schedule_interval = 5 // every half-second
tick_allowance = 25 // 25% of a tick
work_queue = list()
bomb_processor = src
/datum/controller/process/explosives/doWork()
if (!work_queue)
setup() // fix for process failing to re-init after termination
if (!(work_queue.len))
ticks_without_work++
if (powernet_update_pending && ticks_without_work > 5)
makepowernets()
powernet_update_pending = 0
return
ticks_without_work = 0
powernet_update_pending = 1
for (var/A in work_queue)
lighting_process.disable()
var/datum/explosiondata/data = A
if (data.is_rec)
explosion_rec(data.epicenter, data.rec_pow)
else
explosion(data)
SCHECK
work_queue -= data
lighting_process.enable()
/datum/controller/process/explosives/proc/explosion(var/datum/explosiondata/data)
var/turf/epicenter = data.epicenter
var/devastation_range = data.devastation_range
var/heavy_impact_range = data.heavy_impact_range
var/light_impact_range = data.light_impact_range
var/flash_range = data.flash_range
var/adminlog = data.adminlog
var/z_transfer = data.z_transfer
var/power = data.rec_pow
if(config.use_recursive_explosions)
explosion_rec(epicenter, power)
return
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
// Handles recursive propagation of explosions.
if(devastation_range > 2 || heavy_impact_range > 2)
if(HasAbove(epicenter.z) && z_transfer & UP)
explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, UP)
if(HasBelow(epicenter.z) && z_transfer & DOWN)
explosion(GetAbove(epicenter), max(0, devastation_range - 2), max(0, heavy_impact_range - 2), max(0, light_impact_range - 2), max(0, flash_range - 2), 0, DOWN)
var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flash_range)
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/far_dist = 0
far_dist += heavy_impact_range * 5
far_dist += devastation_range * 20
// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
// Stereo users will also hear the direction of the explosion!
// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
// 3/7/14 will calculate to 80 + 35
var/volume = 10 + (power * 20)
var/frequency = get_rand_frequency()
var/closedist = round(max_range + world.view - 2, 1)
//Whether or not this explosion causes enough vibration to send sound or shockwaves through the station
var/vibration = 1
if (istype(epicenter,/turf/space))
vibration = 0
for (var/turf/T in range(src, max_range))
if (!istype(T,/turf/space))
//If there is a nonspace tile within the explosion radius
//Then we can reverberate shockwaves through that, and allow it to be felt in a vacuum
vibration = 1
if (vibration)
for(var/mob/M in player_list)
SCHECK
// Double check for client
var/reception = 2//Whether the person can be shaken or hear sound
//2 = BOTH
//1 = shockwaves only
//0 = no effect
if(M && M.client)
var/turf/M_turf = get_turf(M)
if(M_turf && M_turf.z == epicenter.z)
if (istype(M_turf,/turf/space))
//If the person is standing in space, they wont hear
//But they may still feel the shaking
reception = 0
for (var/turf/T in range(M, 1))
if (!istype(T,/turf/space))
//If theyre touching the hull or on some extruding part of the station
reception = 1//They will get screenshake
break
if (!reception)
continue
var/dist = get_dist(M_turf, epicenter)
if (reception == 2 && (M.ear_deaf <= 0 || !M.ear_deaf))//Dont play sounds to deaf people
// If inside the blast radius + world.view - 2
if(dist <= closedist)
M.playsound_local(epicenter, get_sfx("explosion"), min(100, volume), 1, frequency, falloff = 5) // get_sfx() is so that everyone gets the same sound
//You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
else
volume = M.playsound_local(epicenter, 'sound/effects/explosionfar.ogg', volume, 1, frequency, usepressure = 0, falloff = 1000)
//Playsound local will return the final volume the sound is actually played at
//It will return 0 if the sound volume falls to 0 due to falloff or pressure
//Also return zero if sound playing failed for some other reason
//Deaf people will feel vibrations though
if (volume > 0)//Only shake camera if someone was close enough to hear it
shake_camera(M, min(60,max(2,(power*18) / dist)), min(3.5,((power*3) / dist)),0.05)
//Maximum duration is 6 seconds, and max strength is 3.5
//Becuse values higher than those just get really silly
if(adminlog)
message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
if(heavy_impact_range > 1)
var/datum/effect/system/explosion/E = new/datum/effect/system/explosion()
E.set_up(epicenter)
E.start()
var/x0 = epicenter.x
var/y0 = epicenter.y
var/z0 = epicenter.z
for(var/turf/T in trange(max_range, epicenter))
var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2)
if(dist < devastation_range) dist = 1
else if(dist < heavy_impact_range) dist = 2
else if(dist < light_impact_range) dist = 3
else continue
T.ex_act(dist)
SCHECK
if(T)
for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
var/atom/movable/AM = atom_movable
if(AM && AM.simulated) AM.ex_act(dist)
SCHECK
var/took = (world.timeofday-start)/10
//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
//Machines which report explosions.
for(var/i,i<=doppler_arrays.len,i++)
var/obj/machinery/doppler_array/Array = doppler_arrays[i]
if(Array)
Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took)
/datum/controller/process/explosives/proc/explosion_rec(turf/epicenter, power)
if(power <= 0) return
epicenter = get_turf(epicenter)
if(!epicenter) return
message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
playsound(epicenter, "explosion", 100, 1, round(power,1) )
explosion_in_progress = 1
explosion_turfs = list()
explosion_turfs[epicenter] = power
//This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
for(var/direction in cardinal)
var/turf/T = get_step(epicenter, direction)
explosion_spread(T, power - epicenter.explosion_resistance, direction)
SCHECK
//This step applies the ex_act effects for the explosion, as planned in the previous step.
for(var/turf/T in explosion_turfs)
if(explosion_turfs[T] <= 0) continue
if(!T) continue
//Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
// One third because there are three power levels and I
// want each one to take up a third of the crater
var/x = T.x
var/y = T.y
var/z = T.z
T.ex_act(severity)
if(!T)
T = locate(x,y,z)
for(var/atom/A in T)
A.ex_act(severity)
SCHECK
explosion_in_progress = 0
/datum/controller/process/explosives/proc/explosion_spread(turf/s, power, direction)
SCHECK
if (istype(s, /turf/unsimulated))
return
if(power <= 0)
return
if(explosion_turfs[s] >= power)
return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
explosion_turfs[s] = power
var/spread_power = power - s.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
for(var/obj/O in s)
if(O.explosion_resistance)
spread_power -= O.explosion_resistance
var/turf/T = get_step(s, direction)
explosion_spread(T, spread_power, direction)
T = get_step(s, turn(direction,90))
explosion_spread(T, spread_power, turn(direction,90))
T = get_step(s, turn(direction,-90))
explosion_spread(T, spread_power, turn(direction,90))
/datum/controller/process/explosives/proc/queue(var/datum/explosiondata/data)
if (!data) return
work_queue += data
/datum/controller/process/explosives/statProcess()
..()
stat(null, "[work_queue.len] items in explosion queue")
/datum/explosiondata
var/turf/epicenter
var/devastation_range
var/heavy_impact_range
var/light_impact_range
var/flash_range
var/adminlog
var/z_transfer
var/is_rec
var/rec_pow